gdritter repos chalcedony-playbooks / 20920fc
Added druid playbook Getty Ritter 5 years ago
1 changed file(s) with 464 addition(s) and 0 deletion(s). Collapse all Expand all
1 \documentclass[8pt]{extarticle}
2 \usepackage{color}
3 \usepackage{lmodern}
4 \usepackage{amssymb,amsmath}
5 \usepackage{ifxetex,ifluatex}
6 \usepackage{anyfontsize}
7 \usepackage[percent]{overpic}
8 \usepackage[margin=0.5in]{geometry}
9 \usepackage{multicol}
10 \setlength{\columnsep}{0.05cm}
11 \usepackage[T1]{fontenc}
12 \usepackage[utf8]{inputenc}
13 \usepackage{fontspec} % For loading fonts
14 \usepackage{titlesec}
15 \setmainfont{PT Serif}
16 \newfontfamily\headingfont[]{Metamorphous}
17 \titleformat*{\section}{\LARGE\headingfont}
18 \titleformat*{\subsection}{\Large\headingfont}
19
20 \newenvironment{amove}[1]
21 {\Checkbox{6pt}\ {\headingfont #1}\begin{quote}
22 }
23 {\end{quote}
24 }
25
26 \newenvironment{basicmove}[1]
27 {\begin{quote}{\headingfont #1}\begin{quote}
28 }
29 {\end{quote}\end{quote}
30 }
31
32 \newenvironment{choices}[1]
33 {#1
34
35 \begin{quote}
36 }
37 {\end{quote}
38 }
39
40 \newcommand{\choice}{\Checkbox{6pt} }
41
42 \pagestyle{empty}
43 \IfFileExists{upquote.sty}{\usepackage{upquote}}{}
44 % use microtype if available
45 \IfFileExists{microtype.sty}{%
46 \usepackage[]{microtype}
47 \UseMicrotypeSet[protrusion]{basicmath} % disable protrusion for tt fonts
48 }{}
49 \PassOptionsToPackage{hyphens}{url} % url is loaded by hyperref
50
51 \makeatother
52 % Scale images if necessary, so that they will not overflow the page
53 % margins by default, and it is still possible to overwrite the defaults
54 % using explicit options in \includegraphics[width, height, ...]{}
55 \setkeys{Gin}{width=\maxwidth,height=\maxheight,keepaspectratio}
56 \IfFileExists{parskip.sty}{%
57 \usepackage{parskip}
58 }{% else
59 \setlength{\parindent}{0pt}
60 \setlength{\parskip}{6pt plus 2pt minus 1pt}
61 }
62 \setlength{\emergencystretch}{3em} % prevent overfull lines
63 \providecommand{\tightlist}{%
64 \setlength{\itemsep}{0pt}\setlength{\parskip}{0pt}}
65 \setcounter{secnumdepth}{0}
66 % Redefines (sub)paragraphs to behave more like sections
67 \ifx\paragraph\undefined\else
68 \let\oldparagraph\paragraph
69 \renewcommand{\paragraph}[1]{\oldparagraph{#1}\mbox{}}
70 \fi
71 \ifx\subparagraph\undefined\else
72 \let\oldsubparagraph\subparagraph
73 \renewcommand{\subparagraph}[1]{\oldsubparagraph{#1}\mbox{}}
74 \fi
75
76 % set default figure placement to htbp
77 \makeatletter
78 \def\fps@figure{htbp}
79 \makeatother
80
81
82 \date{}
83
84 \usepackage{etoolbox}
85 \patchcmd{\quote}{\rightmargin}{\leftmargin 1em \rightmargin}{}{}
86
87 \usepackage{tikz}
88 \newcommand{\Checkbox}[1]{\tikz{\path[draw=black] (0,0) rectangle (#1,#1);}}
89
90 % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
91 \newcommand{\Class}{Druid}
92 \newcommand{\BaseHP}{6}
93 \newcommand{\BaseLoad}{6}
94 \newcommand{\Damage}{6}
95
96 % Don't replace here, replace before every section
97 \newcommand{\SectionTitle}{4}
98
99
100
101
102 \begin{document}
103 \openup -0.3em
104
105 \input{figuras/TopBanner}
106 %\input{figuras/TopBanner10Plus} %Use this instead when damage dice has 10 or more faces
107
108 \begin{multicols}{2}
109 \renewcommand{\SectionTitle}{\headingfont Folk}
110 \input{figuras/LeftBanner}
111
112 \begin{amove}{Elf}
113 The sap of the elder trees flows within you. In addition to any
114 other attunements, the Great Forest is always considered your land.
115 \end{amove}
116
117 \begin{amove}{Human}
118 As your people learned to bind animals to field and farm, so too are
119 you bound to them. You may always take the shape of any domesticated
120 animal, in addition to your normal options.
121 \end{amove}
122
123 \begin{amove}{Halfling}
124 You sing the healing songs of spring and brook. When you make camp,
125 you and your allies heal +1d6.
126 \end{amove}
127
128 \begin{amove}{Buleksh}
129 The spirit of the Age of Ice lives within you. In addition to any
130 other attunements, the Frozen North is always considered your land.
131 \end{amove}
132
133 \
134
135 \renewcommand{\SectionTitle}{\headingfont Alignment}
136 \input{figuras/LeftBanner}
137
138
139 \begin{amove}{Chaotic}
140 Destroy a symbol of civilization.
141 \end{amove}
142
143 \begin{amove}{Good}
144 Help something or someone grow.
145 \end{amove}
146
147 \begin{amove}{Neutral}
148 Eliminate an unnatural menace.
149 \end{amove}
150
151
152 \
153
154 \renewcommand{\SectionTitle}{\headingfont Bonds}
155 \input{figuras/LeftBanner}
156
157 \begin{quote}
158 \textbf{V:}\enspace\hrulefill
159
160 \enspace\hrulefill
161
162 \textbf{V:}\enspace\hrulefill
163
164 \enspace\hrulefill
165
166 \textbf{V:}\enspace\hrulefill
167
168 \enspace\hrulefill
169
170 \textbf{V:}\enspace\hrulefill
171
172 \enspace\hrulefill
173
174 \textbf{V:}\enspace\hrulefill
175
176 \enspace\hrulefill
177 \end{quote}
178
179
180 \vfill\null
181 \columnbreak
182
183
184 \renewcommand{\SectionTitle}{\headingfont Starting Moves}
185 \input{figuras/RightBanner}
186
187 \begin{basicmove}{Born of the Soil}
188
189 You learned your magic in a place whose spirits are strong and ancient and they’ve marked you as one of their own. No matter where you go, they live within you and allow you to take their shape. Choose one of the following. It is the land to which you are attuned—when shapeshifting you may take the shape of any animal who might live in your Land.
190
191 \begin{quote}\begin{multicols}{2}
192 \choice The Great Forests
193
194 \choice The Whispering Plains
195
196 \choice The Vast Desert
197
198 \choice The Stinking Mire
199
200 \choice The River Delta
201
202 \choice The Depths of the Earth
203 \columnbreak
204
205 \choice The Sapphire Islands
206
207 \choice The Open Sea
208
209 \choice The Towering Mountains
210
211 \choice The Frozen North
212
213 \choice The Blasted Wasteland
214
215 \end{multicols}\end{quote}
216
217 Chose a tell—a physical attribute that marks you as born of the
218 soil—that reflects the spirit of your land. It may be an animal
219 feature like antlers or leopard’s spots or something more general:
220 hair like leaves or eyes of glittering crystal. Your tell remains
221 no matter what shape you take.
222 \end{basicmove}
223
224 \begin{basicmove}{By Nature Sustained}
225 You don’t need to eat or drink. If a move tells you to mark off a
226 ration just ignore it.
227 \end{basicmove}
228
229 \begin{basicmove}{Spirit Tongue}
230 The grunts, barks, chirps, and calls of the creatures of the wild
231 are as language to you. You can understand any animal native to your
232 land or akin to one whose essence you have studied.
233 \end{basicmove}
234
235 \begin{basicmove}{Shapeshifter}
236
237 When you call upon the spirits to change your shape,
238 roll+Wis. \textbf{On a 10+}, hold 3. \textbf{On a 7–9}, hold
239 2. \textbf{On a miss}, hold 1 in addition to whatever the GM says.
240
241 You may take on the physical form of any species whose essence you
242 have studied or who lives in your land: you and your possessions
243 meld into a perfect copy of the species’ form. You have any innate
244 abilities and weaknesses of the form: claws, wings, gills, breathing
245 water instead of air. You still use your normal stats but some moves
246 may be harder to trigger—a housecat will find it hard to do battle
247 with an ogre. The GM will also tell you one or more moves associated
248 with your new form. Spend 1 hold to make that move. Once you’re out
249 of hold, you return to your natural form. At any time, you may spend
250 all your hold and revert to your natural form.
251 \end{basicmove}
252
253 \begin{basicmove}{Studied Essence}
254 When you spend time in contemplation of an animal spirit, you may
255 add its species to those you can assume using shapeshifting.
256 \end{basicmove}
257
258
259 \vfill\null
260 \end{multicols}
261 \clearpage
262
263 \renewcommand{\SectionTitle}{\headingfont Gear}
264 \input{figuras/RightBannerEquipment}
265
266 \begin{multicols}{2}
267
268 \begin{quote}
269 Your load is 6+STR. You carry some token of your land, describe
270 it. Choose your defenses:
271 \begin{quote}
272 \choice Hide armor (1 armor, 1 weight)
273
274 \choice Wooden shield (+1 armor, 1 weight)
275 \end{quote}
276
277 Choose your armament:
278
279 \begin{quote}
280 \choice Shillelagh (close, 2 weight)
281
282 \choice Staff (close, two-handed, 1 weight)
283
284 \choice Spear (close, thrown, near, 1 weight)
285 \end{quote}
286
287 Choose one:
288
289 \begin{quote}
290 \choice Adventuring gear (1 weight)
291
292 \choice Poultices and herbs (2 uses, 1 weight)
293
294 \choice Halfling pipeleaf (0 weight)
295
296 \choice 3 antitoxin (0 weight)
297 \end{quote}
298 \end{quote}
299
300 \
301
302 \columnbreak
303
304 \
305
306 \end{multicols}
307
308 \begin{multicols}{2}
309 \renewcommand{\SectionTitle}{\headingfont Advanced Moves (2-5)}
310 \input{figuras/LeftBanner}
311
312 When you \textbf{gain a level from 2--5}, choose from these moves.
313
314 \
315
316 \begin{amove}{Hunter’s Brother}
317 Choose one move from the ranger class list.
318 \end{amove}
319
320 \begin{amove}{Red of Tooth and Claw}
321 When you are in an appropriate animal form (something dangerous)
322 increase your damage to d8.
323 \end{amove}
324
325 \begin{amove}{Communion of Whispers}
326 When you spend time in a place, making note of its resident spirits
327 and calling on the spirits of the land, roll+Wis. You will be
328 granted a vision of significance to you, your allies, and the
329 spirits around you. \textbf{On a 10+}, the vision will be clear and
330 helpful to you. \textbf{On a 7–9}, the vision is unclear, its
331 meaning murky. \textbf{On a miss}, the vision is upsetting,
332 frightening, or traumatizing. The GM will describe it. Take -1
333 forward.
334 \end{amove}
335
336 \begin{amove}{Barkskin}
337 So long as your feet touch the ground you have +1 armor.
338 \end{amove}
339
340 \begin{amove}{Eyes of the Tiger}
341 When you mark an animal (with mud, dirt, or blood) you can see
342 through that animal’s eyes as if they were your own, no matter what
343 distance separates you. Only one animal at a time may be marked in
344 this way.
345 \end{amove}
346
347 \begin{amove}{Shed}
348 When you take damage while shapeshifted you may choose to revert to
349 your natural form to negate the damage.
350 \end{amove}
351
352 \begin{amove}{Thing-Talker}
353 You see the spirits in the sand, the sea and the stone. You may now
354 apply your spirit tongue, shapeshifting and studied essence to
355 inanimate natural objects (plants and rocks) or creatures made
356 thereof, as well as animals. Thing-talker forms can be exact copies
357 or can be mobile vaguely humanoid-shaped entities.
358 \end{amove}
359
360 \begin{amove}{Formcrafter}
361 When you shapeshift choose a stat: you take +1 ongoing to rolls
362 using that stat while shifted. The GM will choose a stat, too: you
363 take -1 ongoing to rolls using that stat while shifted.
364 \end{amove}
365
366 \begin{amove}{Elemental Mastery}
367 When you call on the primal spirits of fire, water, earth or air to
368 perform a task for you roll+Wis. \textbf{On a 10+} choose two. \textbf{On a 7–9}, choose one. \textbf{On a miss}, some catastrophe occurs as a result of your calling.
369
370 • The effect you desire comes to pass
371
372 • You avoid paying nature’s price
373
374 • You retain control
375 \end{amove}
376
377 \begin{amove}{Balance}
378 When you deal damage, take 1 balance. When you touch someone and
379 channel the spirits of life you may spend balance. For each balance
380 spent, heal 1d4 HP.
381 \end{amove}
382
383
384 \vfill\null
385 \columnbreak
386
387 \renewcommand{\SectionTitle}{\headingfont Advanced Moves (6-10)}
388 \input{figuras/RightBanner}
389
390 When you \textbf{gain a level from 6--10}, choose from these moves or
391 the level 2--5 moves.
392
393 \
394
395 \begin{amove}{Embracing No Form}
396
397 When you shapeshift, roll 1d4 and add that total to your hold.
398 \end{amove}
399
400
401 \begin{amove}{Doppelgänger’s Dance}
402
403 You are able to study the essence of specific individuals to take
404 their exact form, including men, elves, or the like. Suppressing your
405 tell is possible, but if you do, take -1 ongoing until you return to
406 your own form.
407 \end{amove}
408
409 \begin{amove}{Blood and Thunder}
410
411 \textbf{Replaces}: Red of Tooth and Claw
412
413 When you are in an appropriate animal form (something dangerous)
414 increase your damage to d10.
415 \end{amove}
416
417 \begin{amove}{The Druid Sleep}
418
419 When you take this move, the next opportunity that you have safety
420 and time to spend in an appropriate location, you may attune
421 yourself to a new land. This effect occurs only once and the GM will
422 tell you how long it will take and what cost you must pay. From then
423 on, you are considered to be born of the soil in both lands.
424 \end{amove}
425
426 \begin{amove}{World-Talker}
427
428 \textbf{Requires}: Thing-Talker
429
430 You see the patterns that make up the fabric of the world. You may now
431 apply your spirit tongue, shapeshifter and studied essence moves to
432 pure elements—fire, water, air and earth.
433 \end{amove}
434
435 \begin{amove}{Stalker’s Sister}
436 Choose one move from the ranger class list.
437 \end{amove}
438
439 \begin{amove}{Formshaper}
440 \textbf{Requires}: Formcrafter
441
442 You may increase your armor by 1 or deal an additional +1d4 damage
443 while in an animal form. Choose which when you shapeshift.
444 \end{amove}
445
446 \begin{amove}{Chimera}
447 When you shapeshift, you may create a merged form of up to three
448 different shapes. You may be a bear with the wings of an eagle and
449 the head of a ram, for example. Each feature will grant you a
450 different move to make. Your chimera form follows the same rules as
451 shapeshifter otherwise.
452 \end{amove}
453
454 \begin{amove}{Weather Weaver}
455 When you are under open skies when the sun rises the GM will ask you
456 what the weather will be that day. Tell them whatever you like, it
457 comes to pass.
458 \end{amove}
459
460
461 \vfill\null
462 \end{multicols}
463
464 \end{document}